Actionscript 3.0 :: Building A Timer Class For All MovieClips?
May 17, 2009
I've been coding actionscript poorly for about 5 years now. I'm actually pretty proficient at sloppy code. Well, now with the advent of AS3, I have to get everything right. So now it's all from scratch.
I have Lee Brimelow's example of the Timer class:
Code: Select all// We need to import the utils package
import flash.utils.*;
// Create a new Timer object with a delay of 500 ms
var myTimer:Timer = new Timer(500);
[Code]....
However, I have no idea how to connect this to a movieclip without re-building the thing over and over again with a new instance name inside the function. This is horribly redundant, something I got used to using setInterval, and I want to break that habit.
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May 7, 2010
How do I listen for a timer event in my document class from another class? im thinking...... HTML Code:
[Code]...
HTML Code: 1119: Access of possibly undefined property gameTimer through a reference with static type Class.
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Mar 22, 2011
I need to make a little animation in Flash.So I would like to make few Swf's succeed. I found, as a start, this little piece of code in the Flashkit board. (URL...)[code]This code is ok to call many Swf's, but not to place them at a special timing. I would like to have a Timing control on them, like:Mc01.swf plays X sec, then stop. Then Mc02.swf plays X sec, then stop. Then Mc03.swf plays X sec, etc.
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Mar 12, 2009
What is the best way to have a timer on individual movieclips?At the moment I have 3 movieclips and when they hit a hitTest I need a 3 second counter to count down. I was using set interval but I need it so that if the user clicks the movieclip before the 3 seconds it clears the timer![code]
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Feb 20, 2010
I'm quite new to Flash, so hopefully this isn't a stupid question. I just saw the Senocular's tutorial here about making a date countdown timer with MovieClips.
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Jan 18, 2010
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Dec 16, 2010
I'm trying to set up a timer with custom graphics (MovieClips) and I've basically got it to work, but it's acting really strange! I have two MC's on stage, named "secs_0" & "secs_1". They're both instances of another MC ("numbers"), which contain 10 frames with one digit on every frame (0 - 9). The weird thing is that the counter starts from 87! When the actual value of maxTime is 97... Also, when it reaches 80, 70 etc... it pauses and starts again at 78, 68... Here's the code
[Code]...
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Jan 22, 2010
I have an mp3 playing. What I would like is to have a movieclip that is located in the library appear, complete it's animation then get removed. The movie clip must complete this proccess 4 times, randomly during the length of the song but never at the same time and not in the last 5 seconds of the song. BTW I can't do this manually by just firing it off a random amount of times because this code will be used with lots of different mp3's, so I need to use the dynamic data I get by retrieving the song length. I have the code working to retrieve the length of the song, and I have a variable that stores the length minus 5 seconds from the end, so I basically have the length of time I wish to work with.
My problem is making the movie clips appear 4 times randomly throughout that length of time. The code is below (what I have so far), the movieclip is stored in the library as circle_mc. The timer I'm using at the beginning of the code (to retrieve the length of the song) is set to run after 2 seconds this is because there is a delay in the music starting and if it did it instantly the number retrieved obviously would be 0, so I delay it by 2 secs till I know the song is playing. At the moment I'm just trying to get it to fire twice, at the moment it fires once or not at all.
Code:
import flash.media.Sound;
import flash.net.URLRequest;
import flash.media.SoundMixer;
import flash.utils.ByteArray;
import caurina.transitions.Tweener;
[Code] .....
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Feb 23, 2011
Assume I know practically nothing about AS3! I'm using Flash Pro CS5. I'm trying to reassociate a flash file I've been given with its external assets and classes. In the library I have a movieclip with linkage to a class called 'StaticMap' using the base class 'flash.display.MovieClip'. am I missing a custom class file called 'StaticMap.as' that was originally located in the same folder as the fla, or is this a generic class accessible to all movieClips from within Flash?
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Sep 18, 2009
I have the code here in a Document Class - I'm trying to fade in a logo than after a set time fade it out.he logo fades in but when it starts to fade out I get a repeating error - the logo still fades out but there's obviously something wrong that I can't work out
Quote:
TypeError: Error #1016: Descendants operator (..) not supported on type Logo.
at Doc/fadeOut()
[code]......
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Dec 9, 2011
I want to add a child to the stage for 5 seconds and then remove it. When I use the following code I get a "1120: Access of undefined property WordoScreen." error.
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Apr 28, 2011
I am developing a project where ClassA creates the instances of ClassB , ClassC and ClassD and adds the eventsDispatcher with them. ClassB and ClassC are able to dispatch the events back to ClassA which is fine. But ClassD is not dispatching the event. It only dispatch the event only when I call the dispatchEvent(new Event(Event.Complete)) function after giving 1 Second delay.
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Jun 18, 2009
I'm in the process of making a game (a shmup) and I've started to question the accuracy of the timers in ActionScript. Sure, they're accurate enough when you want to time things on the order of a few seconds or deciseconds, but it seems to perform pretty poorly when you get to finer ranges. This makes it pretty tough to do things like have a spaceship firing a hundred lasers per second.
In the following sample, I tested how long (on average) the intervals were between 1000 timer ticks intended for 30ms. Time and time again, the results are ~35-36ms. Decreasing the time, I found the floor on the timer delay to be ~16-17ms. This gives me a max fps of ~60, which is great visually but also means I can't possibly fire more than 60 lasers per second :-(. I ran this test a few times at 100 and 1000 loops, but for both the 30ms test and the 1ms test the results didn't change. I print to a textField at the end because using trace() and launching the swf in debug mode seems to negatively affect the test. So what I'm wondering is:
Is this test a decent measure of the Timer class's performance, or are my results questionable? Will these results change dramatically on other machines? I understand this is dependent on the getTimer() method's accuracy, but the discussions I find on this topic usually center around getTimer()'s accuracy on larger intervals.
[CODE]...
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Feb 11, 2010
I am using the Timer class to time events. Although, I am not sure I have it set up correctly as after a few seconds the events start to get synchronized. first two, then three, etc. Here is an example of the code:
[Code]...
Does anyone know what could be possibly interfering with the Timer for this to happen? It mainly starts happening after you click on an mc and it is removed from the stage (this is for a game).
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Sep 2, 2011
Im new to AS and this seems that it should be incredibly simple. I'm trying to switch between two statements based on a variable that is counting. I need to switch between two xml files every 5 seconds. It seems that the code reads my counting variable correctly when the code starts but never updates the statement in real time. Heres a simple example of what I'm trying to do:
[Code]....
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Mar 17, 2012
My app is set up to pause the animation when the mouse is pressed down by calling Timer.stop(). While the mouse is pressed, the user can draw on the screen by dragging the mouse. When the mouse is released, the animation starts again with Timer.start() and is based off what the user draws.However, after I let the animation run for a while the app gets so slow that I can't even drag to draw when the timer is not calling the animation update without the drawing skipping hundreds of pixels at a time.
ActionScript Code:
package {
import flash.display.Sprite;
[code].....
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Nov 5, 2010
I'm trying to do a simple game like tetris.I have a class "tile" that have got timer event, and every 50ms move my tile.y+=1. So every time I call for a new tile, it will go down until reach bottom of a stage. And the thing is, when the tile will hit another tile, he is still going down until bottom, becouse I dont know how to myTimer.stop(); in the tile class from the root.
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Mar 26, 2011
how should i run a timer in a class(.as file) to my timeline? im getting cofused by stage then timer? or direct code for timer?i got error and it says implicit coercion of a value of type Class to an unrelated type flash.utils:Timer.
Code:
package {
import flash.display.Stage;
import flash.events.Event
[code]...
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Sep 1, 2010
I have this class named MovingObject which extends the MovieClip class. This class will be instantianted for several times. Inside this class is a Timer that handles the speed of the objects moving. There is another class called TheStage and this is where I will instantiate MovingObject (s).
public class MovingObject extends MovieClip{
public var tmr:Timer = new Timer(1);
public function MovingObject(){
tmr.addEventListener(TimerEvent.TIMER, Move);
} public function StartMove():void{
this.tmr.start();
[Code] .....
Assuming that the code is working fine (I haven't debugged it), this makes the particles to move all at once. However after several seconds of running it, the particles seem not to be moving in synchronization with each other (because their distances between seem to get nearer). How to make the objects move with their distances each other evened out.
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Jun 13, 2010
i have a mc with a slideshow nested on the main timeline and two buttons with a simple code to pause and resume:
ActionScript Code:
pause_btn.addEventListener(MouseEvent.CLICK, onClickPause)
function onClickPause(event:MouseEvent){
[code]......
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Sep 11, 2010
I am working on a card game.When the game initializes, 2 cards get dealt to the dealer and 2 to the player. Each card MC is created dynamically. When you hit the deal button, the cards are dealt, but all appear at the same time. So i figured i would try using the Timer class in order to delay each card so they are dealt one-at-a-time. Seemed easy enough, but evidently i am missing something obvious and probably embarrassing. The short, simple code, which i expected to be a no-brainer, doesn't seem to want to work. My ignorance with the Timer class isn't helping where i am going wrong or if i am way out in left field? I created a Timer that repeats 4 times(repeatCount). I was thinking that i could target e.repeatCount with a case statement and fire off each card. I can't seem to get it working though.
Code: Select allimport flash.events.TimerEvent;
import flash.utils.Timer;
var dealTimer:Timer = new Timer(200, 4);
[code].....
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Jul 29, 2009
I am making a circle countdown timer class. It works fine, however, the startAngle variable isn't really working the way I wanted it to. It seems to start at 45 degrees even though I have it set to 0. I want it to start at the top and work it way around like a clock. So it would start at 12 and end at 12. Here is my class
Code:
// Create an instance of the class in an empty FLA
import com.ronnieswietek.utils.CircleTimer;
var counter:CircleTimer = new CircleTimer(15,0xff0000,0x000000);
[Code].....
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Jan 8, 2011
I have been developing a game using Flex, and used the Timer class to keep the main loop going. However, when I tried using the enterFrame event to do the main loop, there were a few problems. First of all, physics simulation seemed way too fast. Is the enterFrame event called more than once per frame? I set the application's global frame rate to 24, so shouldn't the application set off the event every 1/24 of a second? And the second problem is that when the game runs like this, some MXML components that are added are not shown.
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Dec 14, 2011
I have a project which consists of 4 frames (+ one starting frame), where each frame contains a Timer class based-animation. You can visit each frame by selecting the appropriate button.
Let's say the animation in frame1 lasts for a total of 30 seconds, but I'm too impatient to watch it and decide to go frame2, which also I don't like. In the background however, the animation for frame1 is still running, for when I go to frame 2 and go back to frame1, the animation starts both from the beginning and also continues to play from where I left off.
I also get an error:
TypeError: Error #1009: Kan geen eigenschap of methode benaderen via een verwijzing naar een object dat null is.
at fl.transitions::TransitionManager/saveContentAppearance()
at fl.transitions::TransitionManager/set content()
at fl.transitions::TransitionManager()
[Code]...
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Dec 3, 2009
Is it true that the timer class uses an enterframe handler to check it's delay?
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May 11, 2009
I have been trying to create an automatic slideshow at a click of a button. I have tried a few ways using timer class to show images(stored in an array) for a few seconds but i can't seem to get it working. Below is the code that i am trying to get it working..if there is any kind soul out there,
[code]...
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Jan 10, 2012
Basically what I'm trying to do is keep the enemies spawning at the same rate. I get it to work kind of but when I toggle the speed there is a gap between spawns. I figure this is because the timer resets to the new delay. I'm working on a tower defense game and I'm trying to get the fast forward button to work.
Code:
import flash.display.*;
import flash.events.*;
import flash.utils.*;
var enemyTimer:Timer;
var enemySpawnRate:Number = 800;
[Code] .....
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Jul 23, 2009
I've never been very good at writing AS3 classes as I rarely use them, but I needed a frame-based timer class so I decided to write my own. However, I don't know how to do everything in it that I want to, so could someone help me fill in the blanks and polish the rest?
ActionScript Code:
package com.estevangalvez {
import flash.events.*;[code].......
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Sep 21, 2010
I recently switch from AS2 to AS3 (too late - I know) and bump into (probably easy) problems now and then. I'm making this preloader in a class - I read that this might not be a good idea to put it in a class (?) - and I'm using a timer in it. But I keep getting this error message after simulating a download:
Code:
TypeError: Error #1009: Cannot access a property or method of a null object reference.
at MethodInfo-7()
at flash.utils::Timer/_timerDispatch()[code].........
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Jun 12, 2009
How do tell my parent class to wait for a subclass Timer finish event? Here is my "Timing" subclass:
[Code]...
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